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Author Topic: Frostgrave Ideas  (Read 17121 times)

Offline Like_Clockwork

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Frostgrave Ideas
« on: 25 May 2016, 03:59:30 AM »
This is a thread where I will post any ideas I have for Frostgrave, and where I encourage other players to post theirs. I'll admit I also of course hold the deep desire that Joe likes an idea (mine or anothers) and decides to implement some sort into the game officially. Even if not, I often make house rules for myself, but I like to make sure they are fair. So even if ideas here are not accepted, I would like any input on how to calibrate them to be FAIR house rules to the game (as contradictory as that statement is). I am a bit biased towards the Enchanter wizard, so I encourage other players to present ideas as well so its not ALL about constructs.

Thank you,
Like_Clockwork
« Last Edit: 25 May 2016, 02:56:04 PM by Like_Clockwork »
I do hope you enjoyed reading whatever it is I have typed, I likely put some thought into it, and appreciate when others look into my brain and go, "Huh, okay"

Offline Like_Clockwork

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Re: Frostgrave Ideas
« Reply #1 on: 25 May 2016, 04:08:48 AM »
Here are a couple of ideas I have, and things I would enjoy to see in the game:

-A way to make and/or capture a Fireslinger construct.
-A prison feature, to store NON-PLAYER enemies that you capture with any Control spell. Further use of the prison could include, depending on the entity, Interrogation, Torture/Spell Practice, Recruitment/Taming, etc.
-Some sort of spell or magical item that can summon a (pre paid) soldier into battle. The point of this would be, a difficult but useful way to buy a new warband member MID-BATTLE. Limitations would be, difficult target number, you still must pay for soldier/soldier must be on standby, if you fail the spell you could injure or kill the soldier. Benefits would be, you can have soldiers/constructs on standby if you exceed the warband limit, can provide backup to support any casulties, suprise opponents, pinpoint summoning of a new enemy (depending on the location) can be devestating.
-Dragons. Of any sort.

Thank you,
Like_Clockwork

Offline Weezbeez37

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Re: Frostgrave Ideas
« Reply #2 on: 25 May 2016, 07:23:28 AM »
Welcome to the frozen city,

I must say I'm behind having a prison/holding cell for captured soldiers! I think after the game when a soldier rolls 'miss next game' whoevers warband took that soldier out of action rolls off against the owner of said soldier and if the owner loses the roll off then the other guy gets to hold him in prison or something to that effect.

+1 for having dragons included in the game!!! Definitely a must have!!!

Now here's some of my groups house rules/ideas...

-soldiers can gain experience through kills, it runs on a base of 5's and 10's. So after 5 kills your soldier can get 1 piece of new equipment or +1 item slot and after 10 kills they can get a +1 to a stat, either fight/shoot/will/health.. So at 15 kills it's another piece of equipment or item slot and at 20 kills another +1 stat increase and so on...

-warbands are allowed to have 1 ogre in them. Stats are as a snow troll with the special rules included: Strong- can carry treasure without a movement penalty. Huge- takes up 2 soldier slots in the roster. Also he starts off without an item slot ( this limits him from getting magic items until he's proven himself to the wizard )

And that's basically all we have so far cuz we're trying to get more players at the club and we don't want to overwhelm them with too many special rules and such, ya know just keeping it simple to start out with.

Anyways good ideas so far now let's hear some more y'all

Weez

Offline Like_Clockwork

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Re: Frostgrave Ideas
« Reply #3 on: 25 May 2016, 03:10:23 PM »
Nice ideas Weez ^ I might try some of those. I like the idea of improving my warband ever so slightly, however I do understand Joe keeping them very weak and expendable. I am often reckless with my pawns, my warband is very fluid.

To anyone like me who wants to have a Granite Golem on their team, here are my ideas on the limitations if you successfully capture it.
-It does not count as a member of your warband
-It still acts as a normal Granite Golem, meaning it still Shakes Off Control, and Explodes when it dies
-If you wish to keep the Golem, you MUST continue to cast Control Construct again and capture it as you did before by moving it off the battlefield
So the point in capturing and utilizing the Granite Golem, is simply by escalating the battlefield, letting your opponent deal with the chaos while you steal treasure, then eventually cast Control Construct again on the Golem when it is time to go. Might not be a playstyle for everybody, but I enjoy controlled chaos, I'm a bit of an oppurtunist on the battlefield.

I like the idea of an item or set of items that make it easier to cast spells from a certian school. However I think it would be neat if it was unique to spellcasters of the opposite school. So if you are an Enchanter, it gives you a +2 to your rolls on all Chronomancer spells, and vise versa, so that instead of being an opposed school, it behaves like a neutral school.
-The Paradox Amulets:
Amulet of Clockworking (Enchanter/Chronomancer)
Amulet of Mortality (Thaumaturge/Necromancer)
Amulet of Imagery (Elementalist/Illusionist)
Amulet of Contracts (Summoner/Sigilist)
Amulet of Sense (Witch/Soothsayer)

Even if not that, I like the idea of a magic item for each school that adds a +1 to roles for spells of that school.

Thank you,
Like Clockwork
« Last Edit: 26 May 2016, 08:22:09 PM by Like_Clockwork »

Offline Like_Clockwork

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Re: Frostgrave Ideas
« Reply #4 on: 26 May 2016, 08:36:35 PM »
-A spell similar to lichdom that physically enhances the spellcasters body to be part/entirely golem/construct, or a simply clockwork prosthetic (ie a mechanical arm). This would have varying stat changes, such as -1 Will, +2 health, +2 spellcasting, and perhaps change how permenant injuries work, so that if someone attains a limp leg, they could become mechanically or elementally enhanced. However, the more you do so, the less human you are....and the more rules on constructs apply to you. The reason why I compare it to lichdom, is because you in a sense perform part of the ritual for lichdom, tethering your soul from your body, however instead of animating a construct normally, you animate a mechanical/golem body WITH your own soul. As mentioned above, it could come with its own form of limitations, consequences, and benefits.

-A way to heal constructs, such as a repair or mending feature.

-A way to freely dispel your own Control spell (willingly unbind a demon for example) (please tell me if this is already a thing)

-Ability to MAKE a magic item, or even disenchant/enchant petty objects to make magic items.

-A Beast Tamer soldier that you may recruit to your warband. Like a Crow Master, theyd be weak, but paired with a beast (any animal you could have from animal companion). However, you need a stable or nest estabilished at your base, and it counts as two members of your warband, as the animal takes a slot as well (unless you choose to leave that particular animal)

-Partially with the Animal Companion spell and Beast Tamer idea, the ability to not only capture, but tame any wild animal, such as one normally to large to summon as an Animal Companion. The bigger the beast, the harder to tame.

Thank you,
-Like Clockwork

Offline Like_Clockwork

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Re: Frostgrave Ideas
« Reply #5 on: 27 May 2016, 04:03:18 PM »
This is an idea I really do hope takes some form if customizing constructs is ever expanded upon in Frostgrave.

-Being able to embed a magical item into a construct. I like the idea of embedding the magical item INTO the construct, and these would be the rules on it:
-You then lose the magical item (but perhaps can get it back if the construct is destroyed)
-All properties that a figure would have if equipped with said magical item are applied to the embedded construct
-Constructs of varying size have varying limits on how many magical items may be embedded into them, as further additions would tamper with the magic flowing in the construct, and it would then implode (or cause another "Granite Golem"-like incident...)
So a small construct can only have 1, mediums may have 2, and larges can have 3.
-Constructs still have an item slot, and can carry treasure like normal

-I'd like to see more on the Nullmen, it is very interesting

-Some way to have more than one Zombie, Skeleton, Ghoul, etc.

-Angels, of any kind


Thank you,
Like Clockwork
« Last Edit: 31 May 2016, 12:40:59 AM by Like_Clockwork »

Offline WallyTWest

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Re: Frostgrave Ideas
« Reply #6 on: 27 May 2016, 05:28:08 PM »
My wish list is fairly short...

- A way for a necromancer to have more than one undead follower... (Our house rule is you can raise zombies into creature slots between games, and it seems to balance out... You just don't have the best army in the world after a few games...)

- Dragons (but more realistically, a way to incorporate them into a campaign or as an objective...)

- Ogre Warband Members (aka mordheim... Currently use the barbarian stat.)

- More Scenerios

*** Edit ***
A Hardback Compendium - GW Stile with all the rules and scenerios released last year...

Offline steeldragon

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Re: Frostgrave Ideas
« Reply #7 on: 28 May 2016, 02:53:37 AM »
I like the idea of Ogres and Dragons...

Offline WallyTWest

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Re: Frostgrave Ideas
« Reply #8 on: 28 May 2016, 03:37:45 AM »
Well- fighting a sleeping dragon should be a step left of suicide...

Is there a cheap sleeping dragon miniature on the market?

Offline Like_Clockwork

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Re: Frostgrave Ideas
« Reply #9 on: 28 May 2016, 05:17:47 PM »
I believe if Joe were to add a dragon of any sort, it would likely need to be a short campaign, maybe 5 scenarios. The only dragons that should be able to survive the frozen ice, would likely be ones IN eggs, frost dragons, or fire dragons. I like that idea, I hope it happens in any way.

Vengeful angels would be interesting too, but I think they technically count as a demon under Frostgrave's interpretation of demons.

Thank you,
Like Clockwork

Offline Like_Clockwork

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Re: Frostgrave Ideas
« Reply #10 on: 29 May 2016, 10:35:59 PM »
I have been on a spree of Frostgrave lately, and I have come to this conclusion: Constructs are far too weak. The Granite Golem, were I to capture it, is the only construct I would say be capable of lasting. I understand constructs are meant to be weak, as they can just be free soldiers, but it annoys me that a Large Construct, is harder to get than a simple bear, and those two creatures are comparable in strength. At the very least, I would like more customization of constructs. If they arent going to be strong, I believe they should have more versatility or strange abilities. I have no problem with customization being hard to acquire, like the Script of the Golem, I just would like to see more. Artificers (Enchanters) in other games, tend to exploit their resources, and value skill/utility over power. So I ask that we see a bit more construct upgrades. I would suggest a spell, perhaps with a high target number, and it can only affect an animated construct if that construct survived a match.

Thank you,
Like Clockwork

Offline WallyTWest

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Re: Frostgrave Ideas
« Reply #11 on: 29 May 2016, 10:44:56 PM »
Yes- Golems are too weak... If you let them be.

Golems can do some massively cool stuff- they can go places humans can't, they can survive in places that would kill humans- they are immune to a number of magical effects.

Golems could be fixed with a few rules (allowing them to carry objects without pentality, resistance to post game death, exc.)

But they (and other summoned monsters) could also benefit from scenerios that allow them to interact with or overcome obstacles without pentality.

Offline Like_Clockwork

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Re: Frostgrave Ideas
« Reply #12 on: 30 May 2016, 05:36:32 AM »
YES I like that. Itd make a lot of sense for constructs to be able to carry without being slowed. I personally think there should be ways to customize or make constructs differently, but I've already listed my ideas for that. I do hope constructs become more efficient, as I love the idea of an all construct warband.

Thank you,
Like_Clockwork

Offline bandit86

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Re: Frostgrave Ideas
« Reply #13 on: 30 May 2016, 06:20:11 AM »
@WallyTWest
https://www.safariltd.com/dragon-sleepy-dragon-figurines-10141
I repaint a lot of their dragons and they are pretty nice they are sold at AC Moore and Michel type stores who usually have a 50% off coupons so you can get them even cheaper
Barbarella: What's that screaming? A good many dramatic situations begin with screaming...
http://bandit86.blogspot.com/

Offline WallyTWest

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Re: Frostgrave Ideas
« Reply #14 on: 30 May 2016, 07:13:43 PM »
Ha!!! Perfect! I'll buy the next one I see!!!

I think a sleeping dragon mission would work like this-

If you wake him up... The mission ends instantly- roll for your respective bases, chance they are burnt down when you get back. Anyone left knocked out on the board- likely dead.

Trade off- massive loot; roll twice and take the desired result.

Waking the dragon- when within 12" of the dragon, after completing movement roll a d20 against armor- if failed put a sleep token next to the dragon.
Every time a model is killed within 12 inches, add two counters.
Every round of combat within 12"- add a sleep counter.
Golems and summoned creatures never leave sleep counters, summoned animals do.
Every time a treasure is moved within 12"- add a sleep counter.
If the dragon is ever hit in melee- he is awaken immediately and devours the model that awoke him. If the model is a not a construct/wizard then he must roll will first (as its certain death)

At the monster phase of there are more than 8 counters roll a d20 vs dragon to see if he wakes up.

 

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